Commit Graph

2290 Commits

Author SHA1 Message Date
5703efab88 Fix T94784: Crop node gizmo doesn't work
Fix refactoring mistake in rBcbca71a7cff3
Not the min and max values are initialized properly.
2022-01-14 17:44:18 +01:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
bbe59c6014 BLF: Reduction of use of BLF_DRAW_STR_DUMMY_MAX
Reduction of the number of uses of the define BLF_DRAW_STR_DUMMY_MAX
by using actual sizes of static character arrays.

See D13793 for more details.

Differential Revision: https://developer.blender.org/D13793

Reviewed by Campbell Barton
2022-01-11 14:08:38 -08:00
37b336a8af Cleanup: Remove unused "active ID" node flag
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.

Differential Revision: https://developer.blender.org/D13770
2022-01-10 16:42:50 -06:00
62e8d80a61 Fix out of bounds memory access displaying the compositor crop gizmo
Regression from typo in cbca71a7cf.
2022-01-10 21:09:30 +11:00
ca0c69eaeb UI: Make uiTemplateNodeLink work for all socket types
Currently the node link ui template only works with a few socket types.
This commit addes support for the rest of the socket type declarations.

As pointed out in D13776 currently after recent refactors
Shader nodes no longer display in the menu.

In the future more socket types will be used in the shader nodes
and makes the UI template work better for other node trees.

Differential Revision: https://developer.blender.org/D13778
2022-01-09 11:49:08 -05:00
e17ac8dc58 Cleanup: Nodes: Begin splitting shader node buttons into individual files
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.

This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.

In the future, these functions will be simplified to node_layout.

Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
2022-01-09 00:59:34 -05:00
741ed5fcd2 Fix Cycles compile error after last own commit
We can't include `BLI_utildefines.h` in `RNA_types.h` since Cycles includes
that, but duplicates some of the util defines. So you'd have duplicated
definitions.
2022-01-08 00:28:19 +01:00
09d6846839 Fix Adjust Last Operation panel showing session UUID number button
This is implementation specific data that should never be exposed to regular
users. Also make sure this data is not saved to presets.
2022-01-07 23:06:29 +01:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
4067367b6c Cleanup: Clang-tidy: modernize-redundant-void-arg 2022-01-05 21:44:22 -05:00
d5b77fd522 Nodes: Composite: UI fixes to time node
- Use default size consistent with other curve nodes
- Use column instead of row for properties
2021-12-29 11:16:44 -05:00
d786b48aab Cleanup: Remove dead code 2021-12-29 10:31:17 -05:00
b29e33caa2 Fix T94408: missing sockets after adding node group 2021-12-28 11:21:07 +01:00
31e120ef49 Nodes: Support linking to existing group input from link drag search.
Before one could only create a new group input using the link drag search.
With this patch it becomes possible to create a Group Input node for an
existing input.

Differential Revision: https://developer.blender.org/D13674
2021-12-27 16:15:11 +01:00
fc45b00720 Cleanup: Define node tree icon in register function
I suppose this was done to reduce then dependencies.
However, most nodes already depend on UI code so this isnt too useful.
2021-12-24 22:47:58 -05:00
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
d48fc7d156 Cleanup: Use vector instead of linked list 2021-12-24 10:05:47 -06:00
dd01ce2cd0 Fix T94322: add missing updates after recent refactor
This was a regression in rB7e712b2d6a0d257d272ed35622b41d06274af8df.
2021-12-24 13:39:50 +01:00
81b3933abb Fix T94357: Node Ungroup operator copies current node tree
This was a mistake in rBfdc4a1a590d8befb1ff which copied the parent
node tree into itself rather than accessing the node group's nodes.
2021-12-23 22:48:55 -06:00
b4f978e901 Fix: Missing update when toggling node mute
Toggling node mute doesn't cause node trees to reevaluate after
rB7e712b2d6a0d257. Toggling a link mute still works though. To fix this,
the operator tags the node and node with a new update tag function
(that uses an existing tag internally).

Differential Revision: https://developer.blender.org/D13653
2021-12-22 14:00:34 -06:00
e2a9e7e803 Nodes: Remove unnecessary node tree socket tagging
`SOCK_IN_USE` is now set in `update_socket_used_tags` in
`node_tree_update.cc` when a node tree is changed.
It doesn't need to run every single redraw. Removing this
results in a small speedup of 0.4 ms when drawing a tree
with about 4000 nodes (from about 70 ms total).

Differential Revision: https://developer.blender.org/D13645
2021-12-22 11:25:55 -06:00
fdc4a1a590 Nodes: Refactor to remove node and socket "new" pointers
These pointers point to the new nodes when duplicating,
and their even used to point to "original" nodes for
"localized" trees. They're just a bad design decision
that make code confusing and buggy.

Instead, node copy functions now optionally add to a map
of old to new socket pointers. The case where the compositor
abused these pointers as "original" pointers are handled
by looking up the string node names.

Differential Revision: https://developer.blender.org/D13518
2021-12-22 08:47:46 -06:00
d2bf60cc17 Cleanup: Clang tidy, restore alphabetical sorting 2021-12-21 14:32:22 -06:00
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
d15d512a68 Fix T94173: Missing update for frame node size
Before d56bbfea7b, nodes were updated (size calculated and
buttons added) in reverse order. Instead, now calculate the size of
frame nodes after all other nodes. Separating the drawing further
may be a good step to removing the O(n^2) loop later on.
2021-12-18 13:27:05 -06:00
a3ad5abf2f Allocator: simplify using guarded allocator in C++ code
Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
  returned `void *`. That leads to having the same type name three times
  in the same line. This patch reduces the amount to two and removes the
  `sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
  of place compared to other allocation methods. Sometimes
  `MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
  in C++ code. It doesn't look great but it's definitely better. The downside
  is that it makes the name of the allocation less useful. That's because
  the same name is used for all allocations of a type, independend of
  where it is allocated.

This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).

The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.

Differential Revision: https://developer.blender.org/D13502
2021-12-17 15:42:28 +01:00
Alessio Monti di Sopra
3b965ba10b UI: Fix node socket alignment in some cases
The patch fixes some misalignments in the nodes' sockets/options
recently introduced in 26d2caee3b, while maintaining the original
fix for T92268.

The original fix made the top padding always of the same size; while
that works when the first row of the other node is `Socket | Socket`,
it doesn't for other more common cases, `like Socket | Node Option`,
where the text results misaligned.

Differential Revision: https://developer.blender.org/D13451
2021-12-17 08:04:28 -06:00
Aaron Carlisle
4e98d974b5 Nodes: Begin splitting composite node buttons into individual files
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.

This commit moves most of the node layout functions for composite nodes into their respected
`source/blender/nodes/composite/nodes` file.

In the future, these functions will be simplified to `node_layout` once files have their own namespace.
See {D13466} for more information.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D13523
2021-12-15 21:30:29 -05:00
43875e8dd1 Cleanup: Remove no-op node preview function calls
This patch removes no-op node editor preview code (`PR_NODE_RENDER`)
and most calls to `BKE_node_preview_init_tree`. The only remaining call is
in the compositor.

 - Shader nodes previews don't seem to do anything.
 - In-node previews for the texture node system doesn't work either.

This is a first step to refactoring to remove `preview_xsize`,
`preview_ysize`, and `prvr` from nodes in DNA, aligned with
the general goal of removing runtime/derived data from data
structs.

Differential Revision: https://developer.blender.org/D13578
2021-12-15 14:27:38 -06:00
11be151d58 Node Editor: Link Drag Search Menu
This commit adds a search menu when links are dragged above empty
space. When releasing the drag, a menu displays all compatible
sockets with the source link. The "main" sockets (usually the first)
are weighted above other sockets in the search, so they appear first
when you type the name of the node.

A few special operators for creating a reroute or a group input node
are also added to the search.

Translation is started after choosing a node so it can be placed
quickly, since users would likely adjust the position after anyway.

A small "+" is displayed next to the cursor to give a hint about this.

Further improvements are possible after this first iteration:
 - Support custom node trees.
 - Better drawing of items in the search menu.
 - Potential tweaks to filtering of items, depending on user feedback.

Thanks to Juanfran Matheu for developing an initial patch.

Differential Revision: https://developer.blender.org/D8286
2021-12-15 09:51:57 -06:00
Charlie Jolly
5b61737a8f Nodes: Add vector support to Map Range node
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.

Notes:
This breaks forward compatibility as this node now uses data storage.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D12760
2021-12-14 18:27:01 +00:00
44232a2ce6 Cleanup: Remove unused arguments 2021-12-14 12:16:28 -06:00
d56bbfea7b Cleanup: Remove runtime uiBlock pointer from nodes
Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.

This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.

Differential Revision: https://developer.blender.org/D13540
2021-12-14 11:19:47 -06:00
0606adceb3 UI: String Search: Add an optional weight parameter
This builds off of rBf951aa063f7, adding a weight parameter which can
be used to change the order of items when they have the same match
score. In the future, if string searching gets a C++ API, we could
use an optional parameter for the weight, since it is not used yet.

This will be used for the node link drag search menu (D8286).

Differential Revision: https://developer.blender.org/D13559
2021-12-13 13:58:30 -06:00
bea5a9997d Cleanup: clang-format 2021-12-13 16:22:21 +11:00
d9d4b9899e Cleanup: Remove includes in node_util.h header
This ends up including the removed headers in many unnecessary places.
Also, remove unnecessary extern from function definitions.
2021-12-12 22:56:51 -06:00
23be5fd449 Cleanup: Use const arguments
Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
2021-12-11 09:51:53 -06:00
7c2fb00e66 Cleanup: Remove unnecessary runtime rectangle from nodes in DNA
I assume this `butr` rectangle was used more in the past,
but currently its value is set and used less than 10 lines apart,
so it's trivial to remove 16 bytes from every node. The other
rectangles are also runtime data and could be removed, but
they are more difficult.
2021-12-10 13:52:02 -06:00
30cebf5747 Cleanup: Remove empty node button layout function
Was unused since the first commit:
rB658b4c0d56dffbcf1476c2a2a019fa0ecfb79376
2021-12-08 22:02:45 -05:00
5b06759473 Cleanup: Use float2 for node view functions
Though the interfacing with `rctf` becomes slightly more complicated,
this should be more helpful as more of this code usese `float2` instead
of two separate floats.
2021-12-08 09:44:02 -05:00
61776befc3 Cleanup: move public doc-strings into headers for 'editors'
Ref T92709
2021-12-09 01:14:10 +11:00
c1279768a7 Cleanup: Clang-Tidy modernize-redundant-void-arg 2021-12-08 00:31:20 -05:00
78ae587649 Cleanup: Use C++ types for multi input socket sorting
The algorithm used is still quite inefficient, but at least the code
is easier to read and a little bit simpler now.
2021-12-06 17:12:46 -05:00
aa23e870ec Cleanup: Remove unused includes 2021-12-06 16:50:44 -05:00